Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Spruce Grove
Panzer Grenadier #25
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 10th Panzer Division
Soviet Union 19th Rifle Division
Display
Balance:



Overall balance chart for PaGr025
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3.25
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-07-19
Start Time 13:00
Turn Count 24
Visibility Day
Counters 64
Net Morale 0
Net Initiative 0
Maps 3: 1, 3, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 142
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Rural Assault
Surprise Attack
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

ARMY GROUP CENTER: On 16 July, Gen. Heinz Guderian ordered the 10th Panzer Division to capture the town of Yelnia, about 82 kilometers southeast of Smolensk and a key point on the road to Moscow. The Soviet 29th Army blocked the way with its 19th "Tambov" Rifle Divison, a tough unit of the pre-war regular army.

Conclusion

The Soviet defenders put up stout resistance, but the panzer troops found their way around the line of Soviet entrenchments and took part of the town. Inside Yelnia, the Soviet infantry held their ground with the help of massive artillery support.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Germany Order of Battle
Heer
Soviet Union Order of Battle
Army (RKKA)

Display Errata (5)

5 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Without Huge Good Luck . . .
Author Sonora (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex
Play Date 2023-11-17
Language English
Scenario PaGr025

I really can't imagine how the Germans could manage to win this unbalanced, "all or nothing" battle against a decent Soviet player. This scanario was probably not properly play-tested. Apparently, someone has triumphed as the German plays, but that was probably a solo effort. I played the attacking Germans against the crafty and cunning Treadasaurus leading the Russians side, and though my troopers and AFVs managed to capture 2 town hexes by the end of this scenario - 24 turns - there were hardly any German soldiers left alive!

It was fun to play, so I give this one a generous rating of 3, but it is not really a good one for shared play, Stick to solitaire, and don't try it with a live opponent.

1 Comment
2023-11-17 17:30

I heartily concur with Sonora's evaluation of this unbalanced scenario, and while I did have more than my usual share of luck in our 6-session play-through, he called it correctly, that it would take an immense amount of extremely good luck to win this scenario as the German player. The Soviets are just, way too strong with all the minefields, the multiple entrenchments, and the easy-to-defend five, town hexes on Map 3. Play this one in SOLO mode, if you must!

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